Did Xino have nothing to say about the value of the 3 mushroom samples or should I have used an action to give them to him?

I'm counting a total of 5 other marbits going to the gobwin 3 hut hex, so I'm going to increase that to 8. Not sure if they can make it due to possible stacking and attacking costs, but I'll be join that group so they have food next turn.

If we can initiate stacked combat by simply going east twice.M4 "Pod" will stack up with melee, go east and go east.M15 "Bod" will stack up with melee, go east and go east.M26 "Zod" will stack up with melee, go east and go east.

If we can't, and Xino still needs to be given the samples.M4 "Pod" will give 1st mushroom sample to Xino, stack up with melee, and go east.M15 "Bod" will give 2nd mushroom sample to Xino, stack up with melee, and go east.M26 "Zod" will give 3rd mushroom sample to Xino, stack up with melee, and go east.

Marbit Island is a play-by-post game run by me. Each player will be a Marbit, looking to survive and succeed. Move is the most important stat. It determines the number of actions you can take in a turn - move into other hexes, gather food, cut trees, build, etc. Post your orders on the forum. For this game, orders will be resolved in the order in which they were posted - no editing of your posts, please! This gives an advantage to early posters to grab equipment and resources, but allows later posters to know what has happened before they give their orders - so later posters can eat the food others harvest, or use tools they create. Marbits like to eat. At least once per turn. Marbits do not eat automatically, but must be given an order to eat. If a Marbit is unable to eat, he will become hungry, and will be marked with a black dot. A hungry Marbit that does not eat will cwoak. Marbits may hold up to two items in their hands. It takes an action to equip one or more items. Excess items are dropped in the hex. If the weather turns bad, Marbits will need to take shelter in a hut. A hut can shelter up to six Marbits. Combat is a dangerous game. Combat plus d6 per fighter divided by enemy defence is hits inflicted. Hits are distributed equally across the stack before any one unit is cwoaked. Defence is calculated by the first 8 units' defence averaged across the whole stack, rounded down to one decimal (so 1 unit with 3 defence has defence of 3, but a stack of 20 units with 3 defence have a defence value of 1.2). Marbits who do not submit orders within the allotted time will default to eating once, and then singing lewd lyrics drafted into popular musicals. NPC Marbits may be given orders by Player Marbits. It takes one action to give a set of orders to one NPC. The first player to issue orders to an NPC controls it for that turn (no befriending). Marbits may "scout" a neighbouring hex for 2 move - essentially, they stick their head over the border, have a look, and then return. At the beginning of the next turn, the scouted hex will be revealed on the map. It costs 2 move to enter a neighbouring hex, unless the border is marked with a brown line, representing a road. It costs 1 move to enter a hex with along a road. All the necessary information should be displayed on the map, above. Any questions? Just ask.

Yea, we need to add leveling up through combat into the game. Cause gaining levels by praying at stone pillars seems like an ineffective and relatively limited method. Assign xp amounts to creatures, xp goals for each level - maybe an exponential multiples of 5? 5 xp to Lv 2, 10 to Lv 3, 15 to Lv 4, 20 to LV 5, etc. In large combats add up xp of the creatures defeated and split it up among the marbits that survived the fight.

RE: Levelling up - I had a whole thing where the fulfillment of missions for Xino would result in levelling - but none of his missions were completed. The problem with levelling through combat is that it requires a lot of record keeping for the GM - keeping track of which Marbit cwoaked what, and the problems of competing for kills - is it last blow, or most wounds? It just causes headaches.

Incidentally, I'm not planning on running any more of these games. Others are welcome to run games based on lessons learnt.

Yea, we need to add leveling up through combat into the game. Cause gaining levels by praying at stone pillars seems like an ineffective and relatively limited method. Assign xp amounts to creatures, xp goals for each level - maybe an exponential multiples of 5? 5 xp to Lv 2, 10 to Lv 3, 15 to Lv 4, 20 to LV 5, etc. In large combats add up xp of the creatures defeated and split it up among the marbits that survived the fight.

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